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teleporter

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teleport: 5m, must be able to see/sense clearly, 1/12 costs Supplies, must be lightly encumbered. optional: longer distances for higher supplies consumption

  • port to somewhere you've been before even if you can't see it. optional: somewhere you've got a decent description of
  • port really long distances as procedure (teletravel)
  • sanctum: teleport home anytime regardless of distance
  • transposition+heavy encumbered
  • teleport other- don't have to go along + conjure: bring them to you
  • recall: teleport back to where you just were
Teleporter You're there instantly.
caret-right Horizons Teleport where you can't see.
Enterprises Teleporter School

Teleporter

Movement plus-circleBamf!: As an action, you can teleport up to 5 meters from your current location. Unlike other forms of movement, teleporting causes you to simply and suddenly appear at your target destination without actually passing through or even touching the spaces in-between (allowing you to ignore obstacles, hazards, and whatever else stands in your way).

minus-circleClear Target: You must be able to clearly see (or otherwise sense) your target destination in order to teleport to it.

minus-circleGotta Stay Light: When you teleport, you take everything you're carrying or holding with you (including other creatures that have inflicted the Grabbed condition to you). If you're carrying enough weight to take an impairment on regular movement speed (either through having too many inventory spaces filled or grabbing/being grabbed by a creature sufficiently large enough to slow you) then you cannot teleport at all.

minus-circleSupplies: Roll a trigger die whenever you teleport. If the result is a 1, then doing so costs 1 Supplies. You cannot teleport if you have no Supplies remaining.
caret-right Alternative plus-circleTeleport Further: You can choose to teleport further than 5 meters as an action, up to a maximum of 50 meters.

minus-circleHigher Cost: Teleporting up to 10 meters costs supplies on a 1-3, up to 20 meters costs Supplies on a 1-6, and 50 meters always costs 1 Supplies without needing to even roll a trigger die.

Horizons

Movement plus-circleKnown Territory: You can teleport to any place in range that you've been before, even if you're not directly observing it at the time.
caret-right Alternative plus-circleAtlased: You can choose to teleport anywhere within range that you've got a picture or reasonably detailed description of, even if you've never actually been there before.

minus-circleMental Strain: Teleporting somewhere you've never been before inflicts 1 point of Stress to you.

Sanctum

Movement plus-circleHomebound: Designate one location in the game world as your “sanctum”- this is generally home base. You can teleport back to your sanctum at any time as an action, no matter how far away it is or whether you can see it or not.

plus-circleResanctify: You can declare a new sanctum at the beginning of each new session if desired.

Enterprises

Teleporter School The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each.
teleporter.1592442614.txt.gz · Last modified: 2020/06/17 19:10 by kyle